The differences that affect a dive
- Shark lists +20% damage, −0.4 seconds cooldown, +10% Cash and an additional damage condition below 30% oxygen. Its tube boost consumes 50% less oxygen.
- Crab lists +15% oxygen, +5% XP and +15% weight. The 25% attack-absorption chance can fail on any individual attack and must not be treated as a flat damage reduction.
- Shark’s offensive effects can shorten a fight, but they do not give Crab’s oxygen bonus. Crab’s defensive chance does not provide Shark’s damage or cooldown reduction. Compare the actual failure that sends you back.
- Normal/Lucky chances are Shark 1%/5% and Crab 2.5%/10.5%. Both cost 100/450 shards by roll type. A higher rarity label is not a measured universal winner between these mechanics.
Shark full mechanics
A player prioritizing damage and boost consumption, after checking whether the low-oxygen condition is safe for the route.
Limitations
- Cooldown reduction is a reduction, not an extra 0.4-second delay.
- The low-oxygen damage entry is not always active.
- It does not have Vampire Squid’s catch-triggered oxygen recovery.
Crab full mechanics
A player preferring additional oxygen and possible hit protection, while still planning for an unabsorbed attack.
Limitations
- The next hit may still connect; do not plan oxygen around a guaranteed absorb.
- It does not have Anglerfish’s illumination or double-drop entry.
- It is Epic in the source, not Rare.
Before rerolling
Mechanics and percentages above are attributed to the original community Races record, read October 18 through an indexed mid-2026 page. This is a comparison of recorded effects, not a new damage benchmark or a complete game-pity model. Check your current client if a passive or cost differs.
Use the Star Shards budget to see what you can afford, including Lucky cost and any slot reserve. Use the personal tier board to record priorities rather than treating an editorial letter as a universal verdict.